2023-10-28 12:42:23 +02:00
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//
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// Created by bruno on 27.10.2023.
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//
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#include "Game.h"
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#include <SDL.h>
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2023-12-19 17:53:47 +01:00
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#include <SDL_image.h>
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2023-10-28 12:42:23 +02:00
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2023-12-19 17:53:47 +01:00
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int Game::logicalWidth = 160;
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int Game::logicalHeight = 100;
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int Game::renderWidth = 1280;
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int Game::renderHeight = 800;
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2023-10-28 12:42:23 +02:00
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bool Game::isRunning = true;
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SDL_Event Game::event;
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SDL_Window* Game::window;
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SDL_Renderer* Game::renderer;
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2023-12-19 17:53:47 +01:00
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SDL_Surface* Game::windowSurface;
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SDL_Rect* Game::windowRect;
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2023-10-28 12:42:23 +02:00
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2023-12-19 17:53:47 +01:00
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Game::Game(){
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windowRect = new SDL_Rect;
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}
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Game::~Game(){
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delete windowRect; // Deallocate memory
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}
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2023-10-28 12:42:23 +02:00
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int Game::init(){
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// Initialize SDL
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if (SDL_Init(SDL_INIT_VIDEO) != 0) {
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SDL_Log("Unable to initialize SDL: %s", SDL_GetError());
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return 1;
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}
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2023-12-19 17:53:47 +01:00
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windowRect->w = logicalWidth;
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windowRect->h = logicalHeight;
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2023-10-28 12:42:23 +02:00
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// Create the SDL window and renderer
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window = SDL_CreateWindow("Pixel Art Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, renderWidth, renderHeight, SDL_WINDOW_RESIZABLE);
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if (!window) {
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SDL_Log("Unable to create window: %s", SDL_GetError());
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return 1;
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}
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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if (!renderer) {
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SDL_Log("Unable to create renderer: %s", SDL_GetError());
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return 1;
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}
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2023-12-19 17:53:47 +01:00
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windowSurface = SDL_GetWindowSurface( window );
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if (!windowSurface) {
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SDL_Log("Unable to create window surface: %s", SDL_GetError());
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return 1;
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}
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//Initialize PNG loading
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int imgFlags = IMG_INIT_PNG;
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if( !( IMG_Init( imgFlags ) & imgFlags ) )
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{
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printf( "SDL_image could not initialize! SDL_image Error: %s\n", IMG_GetError() );
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return 1;
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}
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2023-10-28 12:42:23 +02:00
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// Set the logical scaling
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SDL_RenderSetLogicalSize(renderer, logicalWidth, logicalHeight);
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2023-12-19 17:53:47 +01:00
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//create players
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for(int i = 0; i < playerCount; i++){
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Player temp_player = Player(0, 0, new Sprite("assets/a.png", renderer, windowRect), 20, windowRect);
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players.push_back(temp_player);
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}
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2023-10-28 12:42:23 +02:00
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return 0;
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}
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int Game::processInput(){
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event;
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return 0;
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}
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int Game::render(){
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// Render the checkerboard pattern
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for (int x = 0; x < logicalWidth; x++) {
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for (int y = 0; y < logicalHeight; y++) {
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if ((x + y) % 2 == 0) {
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); // Black
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} else {
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); // White
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}
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SDL_RenderDrawPoint(renderer, x, y);
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}
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}
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2023-12-19 17:53:47 +01:00
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for(int i = 0; i < playerCount; i++){
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players[i].render(renderer);
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}
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2023-10-28 12:42:23 +02:00
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return 0;
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}
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int Game::update(){
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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isRunning = false;
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}
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else if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) {
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renderWidth = event.window.data1;
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renderHeight = event.window.data2;
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SDL_RenderSetLogicalSize(renderer, logicalWidth, logicalHeight);
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}
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else if (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP){
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processInput();
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}
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}
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// Clear the renderer
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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SDL_RenderClear(renderer);
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// Your game rendering code goes here, using the logical resolution
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this->render();
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// Present the renderer
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SDL_RenderPresent(renderer);
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return 0;
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}
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2023-12-19 17:53:47 +01:00
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int Game::quit(){
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// Cleanup and exit
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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2023-10-28 12:42:23 +02:00
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int Game::run(){
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2023-12-19 17:53:47 +01:00
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int initStatus = this->init();
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if(initStatus != 0){
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return initStatus;
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}
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2023-10-28 12:42:23 +02:00
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while (isRunning) {
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int updateStatus = this->update();
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if(updateStatus != 0){
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return updateStatus;
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}
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2023-10-28 12:42:23 +02:00
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}
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2023-12-19 17:53:47 +01:00
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int quitStatus = this->quit();
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if(quitStatus != 0){
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return quitStatus;
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}
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2023-10-28 12:42:23 +02:00
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return 0;
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}
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